//------
document.write(`<script id="sakura_point_vsh" type="x-shader/x_vertex">
uniform mat4 uProjection;
uniform mat4 uModelview;
uniform vec3 uResolution;
uniform vec3 uOffset;
uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
attribute vec3 aPosition;
attribute vec3 aEuler;
attribute vec2 aMisc; //x:size, y:fade
varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;
//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;
varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;
void main(void) {
    // Projection is based on vertical angle
    vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
    gl_Position = uProjection * pos;
    gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
    pposition = pos.xyz;
    psize = aMisc.x;
    pdist = length(pos.xyz);
    palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
    vec3 elrsn = sin(aEuler);
    vec3 elrcs = cos(aEuler);
    mat3 rotx = mat3(
        1.0, 0.0, 0.0,
        0.0, elrcs.x, elrsn.x,
        0.0, -elrsn.x, elrcs.x
    );
    mat3 roty = mat3(
        elrcs.y, 0.0, -elrsn.y,
        0.0, 1.0, 0.0,
        elrsn.y, 0.0, elrcs.y
    );
    mat3 rotz = mat3(
        elrcs.z, elrsn.z, 0.0, 
        -elrsn.z, elrcs.z, 0.0,
        0.0, 0.0, 1.0
    );
    mat3 rotmat = rotx * roty * rotz;
    normal = rotmat[2];
    mat3 trrotm = mat3(
        rotmat[0][0], rotmat[1][0], rotmat[2][0],
        rotmat[0][1], rotmat[1][1], rotmat[2][1],
        rotmat[0][2], rotmat[1][2], rotmat[2][2]
    );
    normX = trrotm[0];
    normY = trrotm[1];
    normZ = trrotm[2];
    const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
    float tmpdfs = dot(lit, normal);
    if(tmpdfs < 0.0) {
        normal = -normal;
        tmpdfs = dot(lit, normal);
    }
    diffuse = 0.4 + tmpdfs;
    vec3 eyev = normalize(-pos.xyz);
    if(dot(eyev, normal) > 0.0) {
        vec3 hv = normalize(eyev + lit);
        specular = pow(max(dot(hv, normal), 0.0), 20.0);
    }
    else {
        specular = 0.0;
    }
    rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
    rstop = pow(rstop, 0.5);
    //-0.69315 = ln(0.5)
    distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
}
</script><script id="sakura_point_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;
//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;
varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;
float ellipse(vec2 p, vec2 o, vec2 r) {
    vec2 lp = (p - o) / r;
    return length(lp) - 1.0;
}
void main(void) {
    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
    vec3 d = vec3(0.0, 0.0, -1.0);
    float nd = normZ.z; //dot(-normZ, d);
    if(abs(nd) < 0.0001) discard;
    float np = dot(normZ, p);
    vec3 tp = p + d * np / nd;
    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
    //angle = 15 degree
    const float flwrsn = 0.28819045102521;
    const float flwrcs = 0.965925826289068;
    mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
    vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
    float r;
    if(flwrp.x < 0.0) {
        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
    }
    else {
        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
    }
    if(r > rstop) discard;
	//花瓣颜色
    vec3 col = mix(vec3(1.0, 0.9, 0.75), vec3(1.0, 0.9, 0.87), r);
    float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
    col *= vec3(3.0, grady, grady);
    col *= mix(0.9, 1.0, pow(abs(coord.x), 1.0));
    col = col * diffuse + specular;
    col = mix(fadeCol, col, distancefade);
    float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
    alpha = smoothstep(0.0, 1.0, alpha) * palpha;
    gl_FragColor = vec4(col * 3.0, alpha);
}
</script><script id="fx_common_vsh" type="x-shader/x_vertex">
uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    gl_Position = vec4(aPosition, 0.0, 1.0);
    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script><script id="bg_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform vec2 uTimes;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    vec3 col;
    float c;
    vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
    c = exp(-pow(length(tmpv) * 1.2, 2.0));
    col = mix(vec3(0.05, 0.0, 0.03), vec3(0.96,0.91, 1.0) * 1.5, c);
    gl_FragColor = vec4(col * 0.5, 1.0);
}
</script><script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    vec4 col = texture2D(uSrc, texCoord);
    gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
}
</script><script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    vec4 col = texture2D(uSrc, texCoord);
    col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
    col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
    col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
    col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
    gl_FragColor = col / 7.5;
}
</script><script id="fx_common_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    gl_FragColor = texture2D(uSrc, texCoord);
}
</script><script id="pp_final_vsh" type="x-shader/x_vertex">
			uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    gl_Position = vec4(aPosition, 0.0, 1.0);
    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script><script id="pp_final_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform sampler2D uBloom;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
    vec4 bloomcol = texture2D(uBloom, texCoord);
    vec4 col;
    col = srccol + bloomcol * (vec4(1.0) + srccol);
    col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
    col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
    gl_FragColor = vec4(col.rgb, 1.0);
    gl_FragColor.a = 1.0;
}
</script>`)
//------
var Vector3 = {};
var Matrix44 = {};
Vector3.create = function(x, y, z) {
	return {
		'x': x,
		'y': y,
		'z': z
	}
};
Vector3.dot = function(v0, v1) {
	return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z
};
Vector3.cross = function(v, v0, v1) {
	v.x = v0.y * v1.z - v0.z * v1.y;
	v.y = v0.z * v1.x - v0.x * v1.z;
	v.z = v0.x * v1.y - v0.y * v1.x
};
Vector3.normalize = function(v) {
	var l = v.x * v.x + v.y * v.y + v.z * v.z;
	if (l > 0.00001) {
		l = 1.0 / Math.sqrt(l);
		v.x *= l;
		v.y *= l;
		v.z *= l
	}
};
Vector3.arrayForm = function(v) {
	if (v.array) {
		v.array[0] = v.x;
		v.array[1] = v.y;
		v.array[2] = v.z
	} else {
		v.array = new Float32Array([v.x, v.y, v.z])
	}
	return v.array
};
Matrix44.createIdentity = function() {
	return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0])
};
Matrix44.loadProjection = function(m, aspect, vdeg, near, far) {
	var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
	var w = h * aspect;
	m[0] = 2.0 * near / w;
	m[1] = 0.0;
	m[2] = 0.0;
	m[3] = 0.0;
	m[4] = 0.0;
	m[5] = 2.0 * near / h;
	m[6] = 0.0;
	m[7] = 0.0;
	m[8] = 0.0;
	m[9] = 0.0;
	m[10] = -(far + near) / (far - near);
	m[11] = -1.0;
	m[12] = 0.0;
	m[13] = 0.0;
	m[14] = -2.0 * far * near / (far - near);
	m[15] = 0.0
};
Matrix44.loadLookAt = function(m, vpos, vlook, vup) {
	var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
	Vector3.normalize(frontv);
	var sidev = Vector3.create(1.0, 0.0, 0.0);
	Vector3.cross(sidev, vup, frontv);
	Vector3.normalize(sidev);
	var topv = Vector3.create(1.0, 0.0, 0.0);
	Vector3.cross(topv, frontv, sidev);
	Vector3.normalize(topv);
	m[0] = sidev.x;
	m[1] = topv.x;
	m[2] = frontv.x;
	m[3] = 0.0;
	m[4] = sidev.y;
	m[5] = topv.y;
	m[6] = frontv.y;
	m[7] = 0.0;
	m[8] = sidev.z;
	m[9] = topv.z;
	m[10] = frontv.z;
	m[11] = 0.0;
	m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
	m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
	m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
	m[15] = 1.0
};
var timeInfo = {
	'start': 0,
	'prev': 0,
	'delta': 0,
	'elapsed': 0
};
var gl;
var renderSpec = {
	'width': 0,
	'height': 0,
	'aspect': 1,
	'array': new Float32Array(3),
	'halfWidth': 0,
	'halfHeight': 0,
	'halfArray': new Float32Array(3)
};
renderSpec.setSize = function(w, h) {
	renderSpec.width = w;
	renderSpec.height = h;
	renderSpec.aspect = renderSpec.width / renderSpec.height;
	renderSpec.array[0] = renderSpec.width;
	renderSpec.array[1] = renderSpec.height;
	renderSpec.array[2] = renderSpec.aspect;
	renderSpec.halfWidth = Math.floor(w / 2);
	renderSpec.halfHeight = Math.floor(h / 2);
	renderSpec.halfArray[0] = renderSpec.halfWidth;
	renderSpec.halfArray[1] = renderSpec.halfHeight;
	renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight
};

function deleteRenderTarget(rt) {
	gl.deleteFramebuffer(rt.frameBuffer);
	gl.deleteRenderbuffer(rt.renderBuffer);
	gl.deleteTexture(rt.texture)
}

function createRenderTarget(w, h) {
	var ret = {
		'width': w,
		'height': h,
		'sizeArray': new Float32Array([w, h, w / h]),
		'dtxArray': new Float32Array([1.0 / w, 1.0 / h])
	};
	ret.frameBuffer = gl.createFramebuffer();
	ret.renderBuffer = gl.createRenderbuffer();
	ret.texture = gl.createTexture();
	gl.bindTexture(gl.TEXTURE_2D, ret.texture);
	gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
	gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
	gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
	gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);
	gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
	gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
	gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);
	gl.bindTexture(gl.TEXTURE_2D, null);
	gl.bindRenderbuffer(gl.RENDERBUFFER, null);
	gl.bindFramebuffer(gl.FRAMEBUFFER, null);
	return ret
}

function compileShader(shtype, shsrc) {
	var retsh = gl.createShader(shtype);
	gl.shaderSource(retsh, shsrc);
	gl.compileShader(retsh);
	if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
		var errlog = gl.getShaderInfoLog(retsh);
		gl.deleteShader(retsh);
		console.error(errlog);
		return null
	}
	return retsh
}

function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
	var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
	var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);
	if (vsh == null || fsh == null) {
		return null
	}
	var prog = gl.createProgram();
	gl.attachShader(prog, vsh);
	gl.attachShader(prog, fsh);
	gl.deleteShader(vsh);
	gl.deleteShader(fsh);
	gl.linkProgram(prog);
	if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
		var errlog = gl.getProgramInfoLog(prog);
		console.error(errlog);
		return null
	}
	if (uniformlist) {
		prog.uniforms = {};
		for (var i = 0; i < uniformlist.length; i++) {
			prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i])
		}
	}
	if (attrlist) {
		prog.attributes = {};
		for (var i = 0; i < attrlist.length; i++) {
			var attr = attrlist[i];
			prog.attributes[attr] = gl.getAttribLocation(prog, attr)
		}
	}
	return prog
}

function useShader(prog) {
	gl.useProgram(prog);
	for (var attr in prog.attributes) {
		gl.enableVertexAttribArray(prog.attributes[attr])
	}
}

function unuseShader(prog) {
	for (var attr in prog.attributes) {
		gl.disableVertexAttribArray(prog.attributes[attr])
	}
	gl.useProgram(null)
}
var projection = {
	'angle': 60,
	'nearfar': new Float32Array([0.1, 100.0]),
	'matrix': Matrix44.createIdentity()
};
var camera = {
	'position': Vector3.create(0, 0, 100),
	'lookat': Vector3.create(0, 0, 0),
	'up': Vector3.create(0, 1, 0),
	'dof': Vector3.create(10.0, 4.0, 8.0),
	'matrix': Matrix44.createIdentity()
};
var pointFlower = {};
var meshFlower = {};
var sceneStandBy = false;
var BlossomParticle = function() {
	this.velocity = new Array(3);
	this.rotation = new Array(3);
	this.position = new Array(3);
	this.euler = new Array(3);
	this.size = 1.0;
	this.alpha = 1.0;
	this.zkey = 0.0
};
BlossomParticle.prototype.setVelocity = function(vx, vy, vz) {
	this.velocity[0] = vx;
	this.velocity[1] = vy;
	this.velocity[2] = vz
};
BlossomParticle.prototype.setRotation = function(rx, ry, rz) {
	this.rotation[0] = rx;
	this.rotation[1] = ry;
	this.rotation[2] = rz
};
BlossomParticle.prototype.setPosition = function(nx, ny, nz) {
	this.position[0] = nx;
	this.position[1] = ny;
	this.position[2] = nz
};
BlossomParticle.prototype.setEulerAngles = function(rx, ry, rz) {
	this.euler[0] = rx;
	this.euler[1] = ry;
	this.euler[2] = rz
};
BlossomParticle.prototype.setSize = function(s) {
	this.size = s
};
BlossomParticle.prototype.update = function(dt, et) {
	this.position[0] += this.velocity[0] * dt;
	this.position[1] += this.velocity[1] * dt;
	this.position[2] += this.velocity[2] * dt;
	this.euler[0] += this.rotation[0] * dt;
	this.euler[1] += this.rotation[1] * dt;
	this.euler[2] += this.rotation[2] * dt
};

function createPointFlowers() {
	var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
	renderSpec.pointSize = {
		'min': prm[0],
		'max': prm[1]
	};
	var vtxsrc = document.getElementById("sakura_point_vsh")
		.textContent;
	var frgsrc = document.getElementById("sakura_point_fsh")
		.textContent;
	pointFlower.program = createShader(vtxsrc, frgsrc, ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'], ['aPosition', 'aEuler', 'aMisc']);
	useShader(pointFlower.program);
	pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
	pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
	pointFlower.numFlowers = 300;
	pointFlower.particles = new Array(pointFlower.numFlowers);
	pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
	pointFlower.positionArrayOffset = 0;
	pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
	pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
	pointFlower.buffer = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
	gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
	gl.bindBuffer(gl.ARRAY_BUFFER, null);
	unuseShader(pointFlower.program);
	for (var i = 0; i < pointFlower.numFlowers; i++) {
		pointFlower.particles[i] = new BlossomParticle()
	}
}

function initPointFlowers() {
	pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
	pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
	pointFlower.fader.x = 10.0;
	pointFlower.fader.y = pointFlower.area.z;
	pointFlower.fader.z = 0.1;
	var PI2 = Math.PI * 2.0;
	var tmpv3 = Vector3.create(0, 0, 0);
	var tmpv = 0;
	var symmetryrand = function() {
		return (Math.random() * 2.0 - 1.0)
	};
	for (var i = 0; i < pointFlower.numFlowers; i++) {
		var tmpprtcl = pointFlower.particles[i];
		tmpv3.x = symmetryrand() * 0.3 + 0.8;
		tmpv3.y = symmetryrand() * 0.2 - 1.0;
		tmpv3.z = symmetryrand() * 0.3 + 0.5;
		Vector3.normalize(tmpv3);
		tmpv = 2.0 + Math.random() * 1.0;
		tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);
		tmpprtcl.setRotation(symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5, symmetryrand() * PI2 * 0.5);
		tmpprtcl.setPosition(symmetryrand() * pointFlower.area.x, symmetryrand() * pointFlower.area.y, symmetryrand() * pointFlower.area.z);
		tmpprtcl.setEulerAngles(Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0, Math.random() * Math.PI * 2.0);
		tmpprtcl.setSize(0.9 + Math.random() * 0.1)
	}
}

function renderPointFlowers() {
	var PI2 = Math.PI * 2.0;
	var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
	var repeatPos = function(prt, cmp, limit) {
		if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
			if (prt.position[cmp] > 0) {
				prt.position[cmp] -= limit * 2.0
			} else {
				prt.position[cmp] += limit * 2.0
			}
		}
	};
	var repeatEuler = function(prt, cmp) {
		prt.euler[cmp] = prt.euler[cmp] % PI2;
		if (prt.euler[cmp] < 0.0) {
			prt.euler[cmp] += PI2
		}
	};
	for (var i = 0; i < pointFlower.numFlowers; i++) {
		var prtcl = pointFlower.particles[i];
		prtcl.update(timeInfo.delta, timeInfo.elapsed);
		repeatPos(prtcl, 0, pointFlower.area.x);
		repeatPos(prtcl, 1, pointFlower.area.y);
		repeatPos(prtcl, 2, pointFlower.area.z);
		repeatEuler(prtcl, 0);
		repeatEuler(prtcl, 1);
		repeatEuler(prtcl, 2);
		prtcl.alpha = 1.0;
		prtcl.zkey = (camera.matrix[2] * prtcl.position[0] + camera.matrix[6] * prtcl.position[1] + camera.matrix[10] * prtcl.position[2] + camera.matrix[14])
	}
	pointFlower.particles.sort(function(p0, p1) {
		return p0.zkey - p1.zkey
	});
	var ipos = pointFlower.positionArrayOffset;
	var ieuler = pointFlower.eulerArrayOffset;
	var imisc = pointFlower.miscArrayOffset;
	for (var i = 0; i < pointFlower.numFlowers; i++) {
		var prtcl = pointFlower.particles[i];
		pointFlower.dataArray[ipos] = prtcl.position[0];
		pointFlower.dataArray[ipos + 1] = prtcl.position[1];
		pointFlower.dataArray[ipos + 2] = prtcl.position[2];
		ipos += 3;
		pointFlower.dataArray[ieuler] = prtcl.euler[0];
		pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
		pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
		ieuler += 3;
		pointFlower.dataArray[imisc] = prtcl.size;
		pointFlower.dataArray[imisc + 1] = prtcl.alpha;
		imisc += 2
	}
	gl.enable(gl.BLEND);
	gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
	var prog = pointFlower.program;
	useShader(prog);
	gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
	gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
	gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
	gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
	gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));
	gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
	gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
	gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);
	gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);
	gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);
	for (var i = 1; i < 2; i++) {
		var zpos = i * -2.0;
		pointFlower.offset[0] = pointFlower.area.x * -1.0;
		pointFlower.offset[1] = pointFlower.area.y * -1.0;
		pointFlower.offset[2] = pointFlower.area.z * zpos;
		gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
		gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
		pointFlower.offset[0] = pointFlower.area.x * -1.0;
		pointFlower.offset[1] = pointFlower.area.y * 1.0;
		pointFlower.offset[2] = pointFlower.area.z * zpos;
		gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
		gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
		pointFlower.offset[0] = pointFlower.area.x * 1.0;
		pointFlower.offset[1] = pointFlower.area.y * -1.0;
		pointFlower.offset[2] = pointFlower.area.z * zpos;
		gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
		gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
		pointFlower.offset[0] = pointFlower.area.x * 1.0;
		pointFlower.offset[1] = pointFlower.area.y * 1.0;
		pointFlower.offset[2] = pointFlower.area.z * zpos;
		gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
		gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers)
	}
	pointFlower.offset[0] = 0.0;
	pointFlower.offset[1] = 0.0;
	pointFlower.offset[2] = 0.0;
	gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
	gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
	gl.bindBuffer(gl.ARRAY_BUFFER, null);
	unuseShader(prog);
	gl.enable(gl.DEPTH_TEST);
	gl.disable(gl.BLEND)
}

function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
	var ret = {};
	var unifs = ['uResolution', 'uSrc', 'uDelta'];
	if (exunifs) {
		unifs = unifs.concat(exunifs)
	}
	var attrs = ['aPosition'];
	if (exattrs) {
		attrs = attrs.concat(exattrs)
	}
	ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
	useShader(ret.program);
	ret.dataArray = new Float32Array([-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0]);
	ret.buffer = gl.createBuffer();
	gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
	gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);
	gl.bindBuffer(gl.ARRAY_BUFFER, null);
	unuseShader(ret.program);
	return ret
}

function useEffect(fxobj, srctex) {
	var prog = fxobj.program;
	useShader(prog);
	gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
	if (srctex != null) {
		gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
		gl.uniform1i(prog.uniforms.uSrc, 0);
		gl.activeTexture(gl.TEXTURE0);
		gl.bindTexture(gl.TEXTURE_2D, srctex.texture)
	}
}

function drawEffect(fxobj) {
	gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
	gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
	gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
}

function unuseEffect(fxobj) {
	unuseShader(fxobj.program)
}
var effectLib = {};

function createEffectLib() {
	var vtxsrc, frgsrc;
	var cmnvtxsrc = document.getElementById("fx_common_vsh")
		.textContent;
	frgsrc = document.getElementById("bg_fsh")
		.textContent;
	effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
	frgsrc = document.getElementById("fx_brightbuf_fsh")
		.textContent;
	effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
	frgsrc = document.getElementById("fx_dirblur_r4_fsh")
		.textContent;
	effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
	vtxsrc = document.getElementById("pp_final_vsh")
		.textContent;
	frgsrc = document.getElementById("pp_final_fsh")
		.textContent;
	effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null)
}

function createBackground() {}

function initBackground() {}

function renderBackground() {
	gl.disable(gl.DEPTH_TEST);
	useEffect(effectLib.sceneBg, null);
	gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
	drawEffect(effectLib.sceneBg);
	unuseEffect(effectLib.sceneBg);
	gl.enable(gl.DEPTH_TEST)
}
var postProcess = {};

function createPostProcess() {}

function initPostProcess() {}

function renderPostProcess() {
	gl.enable(gl.TEXTURE_2D);
	gl.disable(gl.DEPTH_TEST);
	var bindRT = function(rt, isclear) {
		gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
		gl.viewport(0, 0, rt.width, rt.height);
		if (isclear) {
			gl.clearColor(0, 0, 0, 0);
			gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		}
	};
	bindRT(renderSpec.wHalfRT0, true);
	useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
	drawEffect(effectLib.mkBrightBuf);
	unuseEffect(effectLib.mkBrightBuf);
	for (var i = 0; i < 2; i++) {
		var p = 1.5 + 1 * i;
		var s = 2.0 + 1 * i;
		bindRT(renderSpec.wHalfRT1, true);
		useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
		gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
		drawEffect(effectLib.dirBlur);
		unuseEffect(effectLib.dirBlur);
		bindRT(renderSpec.wHalfRT0, true);
		useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
		gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
		drawEffect(effectLib.dirBlur);
		unuseEffect(effectLib.dirBlur)
	}
	gl.bindFramebuffer(gl.FRAMEBUFFER, null);
	gl.viewport(0, 0, renderSpec.width, renderSpec.height);
	gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
	useEffect(effectLib.finalComp, renderSpec.mainRT);
	gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
	gl.activeTexture(gl.TEXTURE1);
	gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
	drawEffect(effectLib.finalComp);
	unuseEffect(effectLib.finalComp);
	gl.enable(gl.DEPTH_TEST)
}
var SceneEnv = {};

function createScene() {
	createEffectLib();
	createBackground();
	createPointFlowers();
	createPostProcess();
	sceneStandBy = true
}

function initScene() {
	initBackground();
	initPointFlowers();
	initPostProcess();
	camera.position.z = pointFlower.area.z + projection.nearfar[0];
	projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;
	Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1])
}

function renderScene() {
	Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);
	gl.enable(gl.DEPTH_TEST);
	gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
	gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
	gl.clearColor(0.005, 0, 0.05, 0);
	gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
	renderBackground();
	renderPointFlowers();
	renderPostProcess()
}

function onResize(e) {
	makeCanvasFullScreen(document.getElementById("sakura"));
	setViewports();
	if (sceneStandBy) {
		initScene()
	}
}

function setViewports() {
	renderSpec.setSize(gl.canvas.width, gl.canvas.height);
	gl.clearColor(0.2, 0.2, 0.5, 1.0);
	gl.viewport(0, 0, renderSpec.width, renderSpec.height);
	var rtfunc = function(rtname, rtw, rth) {
		var rt = renderSpec[rtname];
		if (rt) deleteRenderTarget(rt);
		renderSpec[rtname] = createRenderTarget(rtw, rth)
	};
	rtfunc('mainRT', renderSpec.width, renderSpec.height);
	rtfunc('wFullRT0', renderSpec.width, renderSpec.height);
	rtfunc('wFullRT1', renderSpec.width, renderSpec.height);
	rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);
	rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight)
}

function render() {
	renderScene()
}
var animating = true;

function toggleAnimation(elm) {
	animating ^= true;
	if (animating) animate();
	if (elm) {
		elm.innerHTML = animating ? "Stop" : "Start"
	}
}

function stepAnimation() {
	if (!animating) animate()
}

function animate() {
	var curdate = new Date();
	timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
	timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
	timeInfo.prev = curdate;
	if (animating) requestAnimationFrame(animate);
	render()
}

function makeCanvasFullScreen(canvas) {
	var b = document.body;
	var d = document.documentElement;
	fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);
	fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);
	canvas.width = fullw;
	canvas.height = fullh
}
window.addEventListener('load', function(e) {
	var canvas = document.getElementById("sakura");
	try {
		makeCanvasFullScreen(canvas);
		gl = canvas.getContext('experimental-webgl')
	} catch (e) {
		alert("WebGL not supported." + e);
		console.error(e);
		return
	}
	window.addEventListener('resize', onResize);
	setViewports();
	createScene();
	initScene();
	timeInfo.start = new Date();
	timeInfo.prev = timeInfo.start;
	animate()
});
(function(w, r) {
	w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function(c) {
		w.setTimeout(c, 1000 / 60)
	}
})(window, 'equestAnimationFrame');
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// JavaScript Document